OverDose help wanted
Hey guys, new member here. I was linked to this site by a guy from our forums and it seems like a nice location to ask for help or at the very least get the word out about OverDose to a few new people. So, read on, see if it floats your boat, and let me know.
So what is OverDose?
So what is OverDose? Put simply, OverDose is an over the top, team play orientated First Person Shooter with tons of options for customisation. Now in a world that’s riddled with First Person Shooters, what exactly makes us think we can compete with the likes of the heavy hitters such as Call Of Duty and Minecraft?
Here’s a couple bullet points:
•Class Based Team Action – With a heavy focus on Team Play, OverDose takes cooperative objective based gaming to the next level.
•Player Customisation – Player classes can be customised in a variety of physical ways, from simple features such as gear and skin tones, to clan logos, badges and the like. Every weapon has multiple configurations and attachments, allowing you to create your own arsenal that suits your needs.
•Freedom Of Movement – OverDose takes team play to the next level with “TeamActions”, allowing you to help your team mates in the field. See a ledge you can’t mantle onto? Give your friend a boost up there and then ask for a pull up. Your buddy down and waiting a medic but the area is too hot for support? Get over there and drag him out! Need to get into cover quickly while under fire? Sprint over there and slide into cover directly. OverDose takes the basic staples of the genre and turns them up to 11, the way Baby Raptor Jesus intended.
•Next Gen Engine – Built on id Software’s Quake II engine (Yes, id Tech 2) [TBG] have expanded and improved upon the original engine in every way possible to bring you such graphical features as an intense fully dynamic, unified per-pixel lighting and shadowing model with shadow mapping, parallax occlusion mapping, real time sub surface scattering, ambient occlusion and advanced post process effects.
•Full EAX Support – OverDose allows its designers TOTAL freedom over its sound design in its worlds and as such allows some crazy EAX/OpenAL effects. Sound is just as important as graphics in a game and we really have given the area huge backing.
•Fast Frame Rates – Every graphical option has several levels of quality and rather than force people with set options, OverDose allows the player amazing freedom over what they see. Gone are the days of generic graphic options ruining fun!
•Full Online Ranking System – Players gain XP per game which promotes them in rank, which in turn can be used to match you up with players of similier skill. Whats more with the system being fully saved in conjunction with our master server, stats and rankings can be tracked online!
•Full SDK And Tool Set – OverDose is fully behind modifications and as such we have a complete toolset built from the ground up just for OverDose modders. These tools are currently released, for free, already!
•FREE – And that’s the big one. OverDose is a FREE to play indie game.
This isn’t Deathmatch. Any man out for himself will only get himself killed.
So What Are We Looking For?
Team Blur Games has multiple spots to fill on the team, so even if you think you could only do a small part, by all means apply as every little helps.
•Mappers – This is probably the area we are finding it most difficult to find people willing to help in. Maps are built using the Doom 3 format (so that means any editor that supports D3/Q4 format maps) but are greatly expanded upon. We allow much more freedom when it comes to inlined map models to be used as geo, as well as a largely expanded terrain system among other things. Our material definition system is also hugely advanced over what’s possible in Doom 3.
•Modelers – This covers all areas, from Character models, weapon models, animations, even static props in levels such as destroyed vehicles and the like. We have a lot of concept art to work from and a dedicated concept art team that means even if the concept isn’t there, chances are we can get it drawn for you and from multiple angles. It’s a requirement that every mesh in OverDose is created from a high polygon source model for render to texture normal maps (Aside from smaller misc models which I’m sure we can get nice results with other tricks). Don’t hate, its just how we roll
•Coders – At this moment in time OverDose contains hardly any Quake 2 code (Yes, idTech2), as its all been re-written from the ground up, including physics, networking, input and sound. The only problem is we have a grand total of ONE coder, and while we all agree he’s pretty damn skilled he can’t do everything. He really does need a hand, especially with game-code that’s taking a huge gear up at the moment. There’s also positions open on the tools side of things, such as working and finishing up on ODRadiant, our in-house level editor.
So how do I apply?
Simple! Just e-mail us at jobs@team-blur-games.com or reply here and we can see if you will be at home with us at Team Blur Games. I won’t like, we do work to a high standard wherever possible, and the fact we require high poly source meshes for all weapon/character models usually puts people off. But the pay off I hope will be worth it.
If you have any other questions, feel free to post them here or in our forums!
Screenshots and Videos:
Useful Links:
http://team-blur-games.com/overdose/
http://www.moddb.com/games/overdose
http://team-blur-games.com/forums